softpipe: fix shadow 2d texture array sampling

The 4th texcoord is used in this case for the comparison.

This fixes piglit glsl-fs-shadow2DArray* on softpipe.

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Dave Airlie
2011-12-19 10:34:20 +00:00
parent f4ab1783b3
commit 97b778efe7
2 changed files with 22 additions and 6 deletions
+10 -1
View File
@@ -1822,7 +1822,6 @@ exec_tex(struct tgsi_exec_machine *mach,
break;
case TGSI_TEXTURE_2D_ARRAY:
case TGSI_TEXTURE_SHADOW2D_ARRAY:
FETCH(&r[0], 0, CHAN_X);
FETCH(&r[1], 0, CHAN_Y);
FETCH(&r[2], 0, CHAN_Z);
@@ -1837,7 +1836,17 @@ exec_tex(struct tgsi_exec_machine *mach,
control,
&r[0], &r[1], &r[2], &r[3]); /* outputs */
break;
case TGSI_TEXTURE_SHADOW2D_ARRAY:
FETCH(&r[0], 0, CHAN_X);
FETCH(&r[1], 0, CHAN_Y);
FETCH(&r[2], 0, CHAN_Z);
FETCH(&r[3], 0, CHAN_W);
fetch_texel(mach->Samplers[unit],
&r[0], &r[1], &r[2], &r[3], /* S, T, P, LOD */
control,
&r[0], &r[1], &r[2], &r[3]); /* outputs */
break;
case TGSI_TEXTURE_3D:
case TGSI_TEXTURE_CUBE:
FETCH(&r[0], 0, CHAN_X);
+12 -5
View File
@@ -2113,15 +2113,22 @@ sample_compare(struct tgsi_sampler *tgsi_sampler,
/**
* Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
* for 2D Array texture we need to use the 'c0' (aka Q).
* When we sampled the depth texture, the depth value was put into all
* RGBA channels. We look at the red channel here.
*/
pc0 = CLAMP(p[0], 0.0F, 1.0F);
pc1 = CLAMP(p[1], 0.0F, 1.0F);
pc2 = CLAMP(p[2], 0.0F, 1.0F);
pc3 = CLAMP(p[3], 0.0F, 1.0F);
if (samp->view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
pc0 = CLAMP(c0[0], 0.0F, 1.0F);
pc1 = CLAMP(c0[1], 0.0F, 1.0F);
pc2 = CLAMP(c0[2], 0.0F, 1.0F);
pc3 = CLAMP(c0[3], 0.0F, 1.0F);
} else {
pc0 = CLAMP(p[0], 0.0F, 1.0F);
pc1 = CLAMP(p[1], 0.0F, 1.0F);
pc2 = CLAMP(p[2], 0.0F, 1.0F);
pc3 = CLAMP(p[3], 0.0F, 1.0F);
}
/* compare four texcoords vs. four texture samples */
switch (sampler->compare_func) {
case PIPE_FUNC_LESS: